|Commander / EDH||Legal|
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|Battle for Zendikar (BFZ)||Rare|
|Zendikar Expeditions (EXP)||Mythic Rare|
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Land — Mountain Forest
(: Add or to your mana pool.)
Cinder Glade enters the battlefield tapped unless you control two or more basic lands.
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Cinder Glade Discussion
1 day ago
Cinder Glade seems like an unnecessary, at best, and detrimental, at worst, concession to make just for Atarka's Command, but honestly, how is this list different from literally any other Burn list in Modern? What is it bringing to the conversation that hasn't already been discussed?
2 days ago
Looking at your list, I'd rather not try to make the Valakut plan work, since you always need green mana on turn 1 for an elf/sprawl. The order of good dual lands to have in Ponza normally goes as such: fetchlands, shocklands (Stomping Ground), fastlands (Copperline Gorge), Cinder Glade (this moves up a spot if you have fetchlands), then Karplusan Forest or Rootbound Crag. Utopia Sprawl needs to enchant a land with the 'forest' subtype, so having dual lands without that subtype don't help when you draw hands with sprawl as your acceleration in certain cases. Copperline Gorge gets the nod over Rootbound Crag simply because you need untapped lands in the beginning of the game and seeing an opening hand with a Cinder Glade and Rootbound Crag as your only lands means you're going to be behind. For right now, I'd drop the valakut in favor of a Kessig Wolf Run, and swap some rootbound crags for more forests and work towards getting the lands over time. The Ponza facebook page often has people looking to sell their ponza decks or pieces of their decks, so you could try there to find a deal. Otherwise just work on getting the lands as you can, starting with Wooded Foothills and Stomping Ground
As far as threats go, Inferno Titan shouldn't be out of the budget for most players since I think it still costs around $2, and you only need 2-3 copies. The threats you have now are fine, but once someone plays a 4/5 goyf against you you'll find that you'll wish you had something that goes over top of it. Titan also sweeps away tokens and small creatures which can otherwise be a problem for our non-trampling beaters, so I'd look to pick up at least 2 copies in place of your 2nd courser and a huntmaster. (courser is really good when you have Tireless Tracker and Chandra, Torch of Defiance synergies to go with it. Otherwise it's just ok.)
Other than that, I agree with everything clayperce has suggested. Blood Moon has had some recent reprints which means it's likely as cheap as its going to get for a while right now. Ponza needs a lot of things to go right in order to win its games, so you want to fight against your deck as little as possible for it to do what you want it to do, which makes building a budget version hard since it really needs the best lands and Blood Moons. Good luck though!
2 weeks ago
Alright so initial thoughts: needs more ramp, needs more card draw and needs more interaction.
Ramp: You are in green so there is a lot of really good and cheep ramp you should add. You have the three two mana rampent growths which are good, but you should have at least 10 pieces of ramp in your deck, generally I like the higher mana ones that get two lands. The two mana ones are better in faster playgroups, but with how slow our games usually are, card efficiency and advantage is more important in my opinion. Cards I suggest: Cultivate, Explosive Vegetation, Kodama's Reach. You might also consider running all the signets though you may not need them. Also a note on mana, I'd say you should still run at least 36 lands, 34 is a bit low. For budget reasons you can probably cut the scry lands too. Look at: Kazandu Refuge, Highland Lake, Simic Guildgate, Timber Gorge, Woodland Stream. You also need to add some Mountains to your deck, at least 4 I'd say. You can also try to reduce the number of tap lands but yeah.
Card draw: One note first, make sure you add Ancestral Statue. Honestly your card draw isn't to to bad. I'd include Fierce Empath to for tutors, Skullclamp is always great card draw too. Secret Plans is cheap and goes with your deck. Trail of Mystery is also a good card, remember you can unmorph inside of combat too. Salt Road Ambushers is also a morph card that goes really well with other morph creatures. Remember megamorph is the same thing as morph, except when it flips it gets an extra +1/+1 counter. Whisperwood Elemental is crazy good card advantage too. Ixidor, Reality Sculptor is really crazy good when you can turn expensive un-morph creatures face up for only 3 mana too. Master of the Veil is also really good to rebuy some of the unmorph effects.
Interaction: This is one you could use some more work on. Most of your interaction will come from creatures but you still need to have some. For artifact and enchantment destruction you should be running a few of these: Acidic Slime, Nantuko Vigilante And a few ways to interact with creatures: Thousand Winds And maybe some spell removal: Beast Within, Primal Command, Shatterstorm.
Cards I dont think are pulling their weight: Recurring Insight is bad imo, if you want Fact or Fiction is better I'd say. Ashcloud Phoenix really slow and probably not going to recur. Broodhatch Nantuko interesting if you block a big creature and unmoroh it but even then I dont think its that good. Dawntreader Elk unless you are returning it from the graveyard I like other ramp more. Desolation Twin only good when you are ahead and even then questionable. Fathom Seer good card, but may not always have two islands, or just needs to be a consideration when you are ramping. Protean Hulk really good for combos and sometimes ok for value. In your deck of high cmc creatures though not as good. Unless he's a combo piece I'd say you can cut him. Thelonite Hermit dont think its worth it. Thought Harvester good if you are comboing it with Ancestral Statue or the like for a game winning combo, so probably fine, doesn't do much if you are not comboing though. Tishana, Voice of Thunder probably only good if you are already winning, may be fine but also cuttable for budget reasons. Flash really doesnt need to be here. Swan Song is a great card but can also probably be cut.
On other notes, your curve is looking pretty good, and overall it looks like a good deck. You can move a few cards around for budget reasons, but really your almost as low as you can go. Cards you can probably cut for budget reasons: Solemn Simulacrum, Voidmage Prodigy, Shaman of Forgotten Ways, Rootbound Crag, Protean Hulk, Cinder Glade, and Swan Song. Other than that it gets iffy I'd say. Let me know if you have any further questions.
1 month ago
Hey, I recommend more ramp, more draw and more land.
Cards to consider adding:
- Temur Ascendancy: draw when Dragons ETB and haste for Dragons
- Elemental Bond: draw when Dragons ETB
- Kindred Discovery: draw when Dragons ETB and attack
- Vizier of the Menagerie: cast Dragons from top of library with any lands
- Painful Truths: draw three cards for three mana and three life
- Dragonspeaker Shaman: reduce all Dragons CMC by 2 is good
- Dragonlord's Servant: two drop who reduces all Dragons CMC by 1
- Farseek: land ramp, tutor for a Battle land
- Cultivate: land ramp, tutor for any two Basic lands
- Sol Ring: one of the best ramp cards for Commander
- Fellwar Stone: two drop ramp that can help to make five colors
- Commander's Sphere: three drop ramp that can help to make five colors
- Command Tower: one of the best lands for Commander, can make any one color
- Exotic Orchard
- Savage Lands: if playing tapped lands then the Tri lands are better options
- Jungle Shrine
- Frontier Bivouac
- Sandsteppe Citadel
- Opulent Palace
- Cinder Glade: Battle lands are two different land types and they work well in a manabase with lots of Basic lands.
- Canopy Vista
- Sunken Hollow
- Smoldering Marsh
- Prairie Stream
Cards to consider cutting:
- Aid from the Cowl
- Awaken the Sky Tyrant
- Blood Mist
- Dragon Roost
- Elephant Guide
- Sight of the Scalelords
- Day of the Dragons
- Durable Handicraft
- Spiteful Motives
- Vessel of Volatility
- Heroes' Podium
- Hero's Blade
- Stoneforge Masterwork
- Acrobatic Maneuver
- Crash Through
- Dramatic Reversal
- Inspiring Roar
- Death by Dragons
- Rolling Thunder
- Splendid Reclamation
- Kolaghan Monument
- Bloodfell Caves
- Scoured Barrens
- Thornwood Falls
- Wind-Scarred Crag
Dragons are already big enough with lots of power you don't need to play a lot of cards that increase Dragons power and toughness. Crucible of Fire is fine because this is a huge boost for all Dragons for only one four mana card, but other than this card you can cut all the others. Temur Ascendancy and Elemental Bond are budget three mana enchantments that can give you a ton of card advantage with Dragons. Drawing a card whenever a Dragon you cast enters the battlefield(ETB) is very good. Ascendancy also gives Dragons haste which is a nice added bonus.
I suggest adding more ramp because Dragons and your Commander, The Ur-Dragon have very high converted mana costs(CMC). Ramp can help to pay for these costs and play Dragons faster in a game than waiting until turn six or seven plus to play a Dragon. Dragonspeaker Shaman and Dragonlord's Servant only effect your Dragons, by reducing the CMC.
Land ramp is another way to ramp as well as help you find lands of the right colors to match the cards in your hand. Cultivate and Farseek are early game cards that can land ramp. Cultivate can only tutor for two Basic lands putting one of them directly into play and the other into your hand.
Farseek is two drop land ramp and it works with the Battle lands since they're two different type of lands, for instance Cinder Glade counts as a Forest and a Mountain. Farseek can tutor for any one of these Battle lands put it into play giving you more color choices.
Battle lands work well with Basic lands for a budget manabase you only need two Basic lands in your control to have any Battle land ETB untapped. This means you can use the mana from the land the turn you play it.
Sol Ring is a staple of Commander. Just about all decks play the card because it's amazing for one mana. Fellwar Stone is two drop ramp that depending on what colors your opponents are playing can make a color of mana. It can make mana no matter what, usually one of any of the five colors.
31x total lands is not enough land I suggest adding more land, 38-40x total lands. Playing a five color budget manabase means you need more land and Dragons have high CMCs. Adding Tri lands, lands that can make one of three different colors of mana help a lot for five color manabases.
Command Tower is a staple Commander card. It's a rainbow land it can make any color of mana because your Commander is all five colors. Exotic Orchard is like Fellwar Stone whatever colors of lands your opponents have in play it can make a mana of one of those colors. Like Tower it's a great budget land for a five color manabase.
Good luck with your deck.
1 month ago
1 month ago
Oh man, I wish I could run a Grove of the Burnwillows, but I have only ever had one and I sold it a little over a year ago. If money wasn't an object then I would totally have them for the deck, but sadly money is a thing that hinders me so. I would gladly run that over the Cinder Glade and all 3 mountains any day of the week.
1 month ago
Possible cards to cut
forbidden orchard - don't need color fixing this bad, giving creatures to your opponenets seems loose
rupture spire - I think your mana is fine without needing this card. It's very slow and sets you back one turn, not worth it imo
all the vivid's - I think these would be better as Scattered Groves, Sheltered Thicket or Canopy Vista, Cinder Glade. then you can run the mirage slow fetches as well, like Grasslands, Mountain Valley and the like
aether vial - seems much to slow, and you have to many differing mana costs to know where to stop upticking. it would suck to tick up to 7 then draw a 6 drop for example
soul's majesty- could be Rishkar's Expertise. this has been one of my most favorite cards from the last couple of years
where ancients tread - could be Warstorm Surge, 1 more mana much more damage
zhur-taa ancient - Mirari's Wake just benifits you, therfore stronger i think
siege behemoth - I'm not sure about this one, i think there could be stronger cards out there but if you like it keep running it
Some possible additions
Etali, Primal Storm card's super good
Angel of Serenity removal is good
Avacyn, Angel of Hope anti removal is good
Xenagos, God of Revels hasty big things are good
Steel Hellkite - removal is good
Vizier of the Menagerie - semmi card draw is clever
Cream of the Crop - set up your mayeal
Sunpetal Grove and similar lands are good
I like the deck and it's a very stong strategy, hope i gave you some food for thought.
1 month ago
i think that you should rework your lands in general. Cinder Glade does not work well with this limited number of basic lands. Ghost Quarter creates land disadvantage that your deck can't afford and you have enough land destruction spells that makes them unneeded. you should increase the number of basics by 2 and add Mwonvuli Acid-Moss to improve your ability to ramp.